Right, block modeling, primitive blocking, what are these terms?
These are 3D modeling terms, for the former, we create a primitive, sculpt it, mould it to make a main body, and then extruding parts to make the peripherals, hopefully using some sort of smoothing in the process to make the final product more appealing.
While this is a useful technique for creating fast one-piece models useful for skinning, the results can be somewhat rigid. There comes in the primitive blocking method, create the body in separate pieces of basic shapes, and chisel down each separately, only joining them when really needed.
The resulting model may not appear as cohesive as per block modeling, but is more open to iterations and uv mapping. This method is also well suited for creating static props that requires little if any animations.
Indeed, much of our game will be composed of static models, and in order to optimise the game, we will attempt to have as little polygon count as possible, disguising them with textures.
That took some work.
Migrating back to Autodesk Maya is an interesting change from Max, seeing that the modifiers are in different places. Especially now that 2016 is in play, and that provides many new lessons to learn.
While these models may appear unremarkable, they were done very quickly in the matter of minutes. They will serve as the placeholder arts for our thesis game until we have the time and energy for the real things.
Here comes the new semester, there are still many unknowns ahead, but we must face them, head-on.
Here we have a Polynesian double-hulled canoe. This is a sailing vessel that has been in use since ancient times, that of which resulted in the wide distribution of its users across the Pacific Ocean.
This one has always been disappointed with the absence of the iconic black-and-white three quarter plates harness for the German reiters in M2TW, so went on ahead to remedy it.
Historical specimen, courtesy of the Zwinger Museum of Dresden.
Here they are slowly picking apart a unit of Swiss Guards (which also got a shiny new model).
The environment, especially that blue sky is so very lovely for such a dated engine.
Realism is still in free fall since its defenestration several posts ago. Here we have Macedonian style phalanx pike in a Teutonic fortress.
Been working on a port of the Rome: Total War war dogs into Medieval 2: Total War.
Models converted by Eothese and texture by Andalus on the Total War Centre.
While war dogs, especially armoured ones, may seem an odd addition to a Medieval Europe RTS game, there are indeed historical accounts on their use in the Spanish expeditions in the Americas. Indeed, this might be the one case where armoured canines were used on a massive scale, and ravaged the locals in addition to their horses.